I get these errors on the console in xcode: Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak (Filename: ./Runtime/Allocator/ThreadsafeLinearAllocator.cpp Line: 539) To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations (Filename: ./Runtime/Allocator/ThreadsafeLinearAllocator.cpp Line: 541) also... Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 12) (Filename: ./Runtime/Allocator/ThreadsafeLinearAllocator.cpp Line: 313) I don't use Jobs or async operations except for LoadSceneAsync and UnloadSceneAsync. The errors are intermittent, there will be a period when it spams the console, then a period of nothing.. then a few here and there.. then spam again etc. I have been trying to eliminate objects that might be causing it, but it seems like multiple things can cause it. I've had it go away when I disable the 1 directional light with shadow, some particle effects, or line renderers, but it's not constantly a single type of object. Only happening on IOS. I am testing on Iphone 6+. Windows/Editor and Mac/Editor do not have the issue. Unity version 2019.1.5f1 (6f1140cf2297) It would be really useful for Unity to allow us to enable some debug flag that would let us track where these allocations come from, because as it is now its internal and we have no way of debugging this that i know.